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#1
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The previous games all rocked. I love the bloody realism.
But things can be changed and added that I will most certanly enjoy. First thing: Have you ever noticed that when you take a powerful weapon (like a shotgun) and blast away peeps, they seem to fly around like rag dolls? I don't realy like this, weight should be added.... Dream Minigun: You know how the minigun uses 7.62mm rounds? How about having IOI replace that with .00 buck? A wall of lead will fly at you! :-@ LONGER MISSIONS: I would really like the missions to be a tad bit longer, and of course, have lots of them. If you played Splinter Cell: PT for PC, you know about the unlimited saves. I love that. MORE DIFFERENCE BETWEEN WEAPONS: The past games all have these SMG's that all fire 9mm rounds, with no difference between them at all. It would rock if there would be fewer weapons with their own up's/down's and differences. Weapons I'd love in HM 4 would include: MINIGUN!!! An M240 (this one has a higher RPM and more reliability than the M60) A few guns from Magnum, a high-tech weapon that comes in its own case, doesn't trigger metal detectors, comes with a laser sight, is silenced, and has full auto and single shot modes. A few explosives like nades and mines will rock also. And of course 2-handed guns like the colt .45 (silverballer). GAME PLAY: I read somewhere in a topic about gaging and tying up people. I strongly agree! This will be sweet! Peeps now will not run off and tattle when they is tied to a chair! More actions should be added. Some include having 47 swich lights, throw objects like figurines and bottles, bust down doors, and talk to more people. And what about grabbing peeps? The most important issue is letting 47 have at least 20 different ways of killing a target. All missions could be replayed over and over dozens of times without getting boring. MISSIONS: I also love the idea of killing a target in broad daylight on a crowded street (MINIGUN TIME HAHAHAHA!!!), this will be a sweet mission. Another idea could be killing someone in a movie theater. Sitting down behind the target at the screening and then getting him with the fiber wire from behind. My favorite idea is getting on a 747 jumbo aircraft with the target on the plane and either killing him on the plane or at the airport. Just imagine: 47 arrives at the airport, picks up a suitcase from the agency somewhere, follows the target around, killing him right there, or waiting until they are on the plane, when the target heads into the lavoratory. MUSIC: Pleeeeeease fix the music, in contracts, after you get the dude in the shower from the hotel mission, the music sounds deppressing, put some of the music they had on the Matrix, nice stuff. If IOI includes most of all this, I am possitive that the game will be a #1 best seller. They gotta take their time!!! I don't care if it takes them 3 years to make this game!!! This gives them time to perfect everything. I don't want another short ball dropper game like Contracts, they gotta take their time. Last edited by DarkShadow700; 08-23-2004 at 04:29 PM. |
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#2
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one more thing
CHAINSAW!!!!!!!!!!!!!!!!! |
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#3
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Here are some ideas of mine:
1. Work on the AI! The enemies are either really smart, or dumb as rocks... It amazes me that every gaurd in the vicinity is suddenly alerted when you slip up. Gaurds should only be able to alert eachother through walkie-talkies or something along those lines. 2. Gaurds and targets should have personalities... weaknesses, desires, interests. Some Gaurds might have to exit the building to have a smoke every once and a while, some gaurds might have a tendency to sleep on the job. 3. Gaurds and people should have different levels of alertness... if a gaurd hears a noise, he's likely to wander over and investigate, not instantly hit the all-out-alert-everyone alarm switch Know what I mean?4. If you're doing anything suspicious (picking locks, stealing hotel-room keys, dumping vials of cyanide into peoples Martinis) and are in sight of people... they should become agitated, and depending on who they are, attack you. I never got caught picking locks in Contracts, so I don't know if a system like this is implemented.... but in the Hotel level, I remember you could casually snatch up the Master room key and the guy cleaning the room wouldn't care. 5. Gaurds should not be able to see through your disguise so easily, and erratic behavior (running, creeping around, holding your gun out) should trigger suspicion. The whole "disguise" system needs tweaking, it's a little too simplistic as-is. Gaurds should recognize blood pools, discarded weapons, and other objects on the ground and their suspicion level should rise accordingly. 6. Gaurds should have varying levels of skill... a security gaurd isn't going to use SWAT tactics, just as an experienced military type isn't going to rush you head-on. The AI should be able to react and respond, each one unique to a degree. 7. And finally, keep the AI dynamic... every time you play the mission, there should be some variation. 8. More creative kills... This goes without saying, Hitman 4 will probably have awesome missions and kills, but there is a lot that could be done. Keep the missions complex. I think a balance of missions where you just walk into a room and blast the target and missions where you kill them creatively whould help the game out. The more options to complete a mission, the better! You could be able to cut the electricity from the outside, or blow something up and distract gaurds while you infiltrate. Every item and object in the Hitman world should be able to be manipulated in some way (to a point of course). With this new age of Half Life 2 and Doom 3 engines, the possibilities are endless. 9. Sound should be taken into account - Sound is a very important thing, it should be calculated by several factors. Rooms that would typically produce an echo, should do so... and sound should travel realistically. Gaurds and people should not be able to hear small caliber gunfire if they are far enough away. 10. DRIVING!!! My last idea is that Hitman needs some driving missions. And with driving, you could also incorporate some sort of Grand Theft Auto style missions (you have to drive to your targets mansion or something along those lines) 11. In a pinch, you could take gaurds hostage, or use them as a human shield. Some gaurds might be terrified at gunpoint, and you could order them to open doors and such. You should be able to use fear as a weapon, because when you're a hitman, you gotta use every weapon you have. 12. Hitzones and injuries should also be incorporated. If you shoot someone in the leg, they should limp. If Agent 47 gets shot in the leg, your speed should decrease slightly. If you shoot a gaurd in the arm, he should instinctively drop his weapon. Bullet holes should also be added again, and blood should pool/splatter more realistically. If you go tromping through the blood, it should get on your shoes and leave prints. And finally, Agent 47 should not leave his clothing in a neatly folded piles on the ground. If you saw a pile of clothes somewhere, wouldn't you be suspicious? You should have the opportunity to hide your clothes at least. That's about it... sorry for being so long-winded! Last edited by Domino; 08-02-2004 at 02:19 PM. |
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#4
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What about this one of your targets is at his hideout and you have a time limit but you don't make the hit fast enough so you have to follow him and he goes to a football game (something with alot of people) so from there you would steel a ticket or find a back way in or some way to get past a guard then once your in find your target where ever he is and try to find a sniper point of dress as a concession person or try to get a seat next to him or wait till he uses the restroom and follow him theres tons of possibilites what do you guys think
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#5
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large scale public settings are not practical. you cant hide someone in a stall for hours. even if you think you'd get out of there in time its just not practical because in reality you'd be caught too easy. as for a time limit that'd be hard to actually make it a good level because people might get frustrated and just blast through. then you'd just do trial and error a couple times or study the map and find a way around it. for a time attack level its very difficult to determine the right amount of possibilities to complete the mission yet make them drastic enough so that they arent all just moderate variations.
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